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Ritual Initiation
Submitted
Darksbane
, Sep 07 2010 05:55 PM | Last updated Sep 28 2010 07:00 PM
![]() Ritual InitiationType: Event Faction: Syndicate Cost: 0 Game Text: Ritual. Action: Choose a unique [Syndicate] character. Until the end of the phase that character gains (C), +1 skill, and Toughness +1. Then, you may pay 1 to return Ritual Initiation to your hand. Set: ItDoN Number: 46 Illustrator: Carlo Bocchio |
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5 Comments
The effect is pretty minimal, and the place where this card really shines is the recursion. Even with it, though, you're mostly looking at the extra combat icon, since there are better ways to manipulate skill in Syndicate.
I am sorry but triggered effects on Events aren't 'triggered abilities' as required by Cathouse.
From the FAQ: 2.32: "Playing Events: ...
Events do not enter play or leave play, but they leave the players hand when
triggered and then enter the discard pile once resolved or canceled."
From the main rules "Triggered Ability: A triggered ability is any triggered effect caused by a card already in play."
So events are never in play as needed to be considered an ability, and even if events passed through play, they fairly clearly wouldn't meet the 'already in play' criteria.
The next problem you have is whether the second bit qualifies as a triggered effect of its own, which I can't quite see that it does. You need a trigger word eg: Action to be a triggered effect. So it seems like it would mean the whole effect and that you would have to overpay for the whole effect, not just the second bit).
I am not as sure as I would like on this last argument, but I am confident of the first, so sadly it doesn't work.